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Messages - Vince Twelve

#361
I think it's because the game is no longer running in 640x480 mode, but in 320x240 with a x2 filter.  I could be wrong.  If there was a way to turn on double resolution fonts in newer versions of the editor, I'd do a back flip or something else equally impressive.
#362
I understand exactly why the backwards compatibility is being enforced.  I would hate to have to go back and recode a bunch of old stuff (there are some old-style things still in Resonance). Unfortunately, the one "feature" that has (to my knowledge) ever been removed from AGS is the one that keeps Resonance back on 3.0.2. :(  Ok, so it was an exploit, not a feature...

Running my 320x240 game in 640x480 mode to get high res ttf fonts on a low res game is something I'm not willing to give up.  But I really want those new audio features.   :'(
#363
I'm excited for this to start.  It'll be nice to be just a participant this time!

I hope some more people sign up.

(cleverly disguised bump)
#364
I'll add "Psychoanalyze the author" to the list of the game's features.  ;)
#365
Ooh, a mouse, how futuristic!

Um, yeah, it was kind of on purpose that Ed looks like me.  His personality is kind of based on me, we're both math nerds, and damnit, I wish I got to live in an adventure game!
#366
You'll want to use
Code: ags

if(object[1].x==360 && object[1].y==294){
 ...
}


GetAtScreenXY is asking for finding out, basically, if you pointed your mouse at these X,Y coordinates, would you be touching an object?  So, if you have transparency in the object's graphic in the lower left corner, GetAtScreenXY wouldn't find it.

But like I showed in that other thread, since the movement is blocking, if you want an action to happen immediately when the object reaches one of the destinations, you can just put the commands in the same block of code:

Code: ags

  if(ran==2){
    oObject.Move(320, 202, 5, eBlock);
    oDoor.Graphic=50; //or whatever code you want to reach after the object reaches this destination
  }

#367
To delete it, you don't delete the line, you release the drawing surface and delete the dynamic sprite that you drew it on.  (And dispose of the overlay if you were using one.)   Then when you need another one, you could declare it again.  Or you could just clear the drawing surface to remove the line if you want to leave the dynamic sprite in memory.

And yeah, if you don't want it blocking you could use a timer, or set a countdown variable which you decrement in repeatedly_execute_always.

If it's not blocking though, and characters are moving around in the background, you may have to be clearing and re-drawing the line each game loop in repeatedly_execute_always to keep the line on the moving characters.  It depends on what, exactly you're trying to accomplish.
#368
To get it on top of the characters, you would draw it to an object, GUI, or overlay.  You would then Wait() for however long you want it to show up and then release the drawing surface, delete the sprite, dispose of the overlay, whatever is appropriate to clear out that memory.  You'll need to read about dynamic sprites and drawing surfaces in the manual if you're not clear on them.

Let me know if you need something more specific.
#369
No problemo.
#370
You should probably use a region for that, then.

Otherwise, you could set custom properties on the hotspots that decides whether they trigger the mouse-over animation or not and then use hotspot.GetProperty("propertyName") in repeatedly_execute to decide whether or not to animate the mouse.
#371
When you draw a line, the whole line just pops into existence, it doesn't start at one end and grow outwards.  Is that what you're trying to do?

If you want to do that, it's going to be more complicated because you'll have to calculate the point forming an increasingly large line segment each frame and draw the line onto a GUI or overlay every frame until it reaches the other character.

Is that what you want to see?  The line starting at one character and growing outwards until it reaches the other character?
#372
Code: ags

oObject_Interact(){
  int ran=Random(2); //random number from 0 to 2

  if(ran==0){
    oObject.Move(300, 190, 5, eBlock);
  }
  else if(ran==1){
    oObject.Move(307, 198, 5, eBlock);
  }
  else if(ran==2){
    oObject.Move(320, 202, 5, eBlock);
    oDoor.Graphic=50; //or whatever you do to open the door
  }
  
}


should get you on your way.

Edit: Drew beat me!  Stupid txt-style format filter, breaking my code!
#373
Heyyyoooo!  Resonance is available for preorder and pledges again.  This time via PayPal so if Kickstarter's Amazon Payment system prevented you from preordering, you can get in now.  All the same gifts will be extended to backers as before!

More info here!

Plus:  New screenshot!


#374
Oh, Icey isn't nearly as bad as some others we've had around here.  At least he's well intentioned.

Yes, he's breaking the rules by being under the forum's age requirement.

Yes, his English is an embarrassment to the Boston Public School system.

Yes, he completely ignores all advice given to him and can't follow the simplest instructions like not double-posting.

But, c'mon.  You know it lightens your day to come into one of his nonsensical threads and be mean to him.

I'm also tempted to ask to work with Icey on a game.  But I have to flog myself every time I spend any time on a project other than Resonance, so I won't.  Won't someone take on the herculean task of teaming up with Icey and programming a small game with him.  Let him design, do all the writing (just copy and paste whatever he sends you right into the game.  No editing.), and do art.  Stay as far away from design decisions as possible and just see what flows out from that mind.
#375
I agree wholeheartedly with what Garage Gothic is saying.  At the risk of sounding like I'm pimping my own game again, the STM system in Resonance is my answer to this problem. 

Every interactable hotspot/object/character/inventory item that you come across in the game and even some story events (which get auto-added to your long-term memory inventory) can be used as dialog topics.  If you see a couch in one part of the game and you work out in your head that talking to a certain character about that couch might be beneficial, you just grab that couch off the screen, drag it into your short-term memory inventory, then walk to the character and strike up a conversation with him about it.  (Either by dragging the STM out of your inventory and dropping it on him or interacting with him to start a conversation and then choosing the STM item when the dialog choices come up)

I think this makes you feel less like making your character go through the same mental steps that you have gone through, and also eliminates brute force as a viable way to solve the puzzles since there are  literally hundreds of possible dialog topics for each character.  (Not that all of them have meaningful dialog as a result, of course. :P)

The one problem with this, which I recognize, is that you have to actually walk to the couch to add it to your STM, so if you don't know that you're going to need to talk about that couch until later, you might have to back-track to get it.  Luckily, everywhere in Resonance can be reached quite quickly, so back tracking to just about anywhere requires crossing, at most, two or three screens.

I also do quite a bit of the computer screen and other screen-within-a-screen stuff as well as combo locks as well.  But I try not to over-use them!
#377
You know I'm in. And you have my address!
#378
I just labeled each section on those stories/pictures with the name of the submitter.  If you're curious, take a look.  And let me know if I mis-labeled any!
#380
You can use a counter to count down and the repeatedly_execute_always to change the bar.
Code: ags

int barDisplayCounter=5; //declare and initialize counter outside of functions

function repeatedly_execute_always(){ 
  if(barDisplayCounter==0){
    if(some expression that decides if the bar needs changing){
      change the bar by one
    }
    barDisplayCounter=5; //reset the counter
  }
  else{
    barDisplayCounter--; //count down
  }

}


Rep ex always is your friend when you want to manually do non-blocking things. 
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